360 lines
11 KiB
GDScript
360 lines
11 KiB
GDScript
extends SceneTree
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const FishingSpotScene = preload("res://fishing/fishing_spot.tscn")
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const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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const FishingPresentationType = preload(
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"res://fishing/fishing_presentation.gd"
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)
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const RemoteFishingPresentationType = preload(
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"res://fishing/remote_fishing_presentation.gd"
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)
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const PlayerScene = preload("res://player/player.tscn")
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const FishCatchType = preload("res://fish/fish_catch.gd")
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const FishingSurfaceResolverType = preload(
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"res://fishing/fishing_surface_resolver.gd"
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)
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const FishingSurfaceSampleType = preload(
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"res://fishing/fishing_surface_sample.gd"
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)
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const FishableWaterRegionType = preload(
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"res://world/fishable_water_region.gd"
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)
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const FishPoolType = preload("res://fish/fish_pool.gd")
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const WaterBodyScene = preload("res://world/water_body.tscn")
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const StarterRegionScene = preload(
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"res://world/regions/starter_island_region.tscn"
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)
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const PondPool: FishPoolType = preload(
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"res://fish/pools/starter_pond_pool.tres"
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)
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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await _validate_resolver_layers()
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await _validate_portable_water_body()
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await _validate_starter_region_surfaces()
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await _validate_presentation()
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await _validate_remote_presentation()
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await _validate_bite_wait_distribution()
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print("Fishing surface validation: PASS")
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quit()
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func _validate_resolver_layers() -> void:
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var world := Node3D.new()
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root.add_child(world)
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_add_solid_box(world, Vector3(40.0, 2.0, 12.0), Vector3(10.0, -1.0, 0.0))
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_add_water_region(world, Vector3(0.0, 2.0, 0.0), Vector2(8.0, 8.0), PondPool)
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_add_solid_box(world, Vector3(1.0, 1.0, 1.0), Vector3(2.0, 2.25, 0.0))
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_add_solid_box(world, Vector3(1.0, 1.0, 1.0), Vector3(-2.0, 6.0, 0.0))
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_add_water_region(world, Vector3(10.0, 5.0, 0.0), Vector2(6.0, 6.0), PondPool)
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_add_water_region(world, Vector3(20.0, 3.0, 0.0), Vector2(6.0, 6.0), null)
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await physics_frame
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await physics_frame
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var resolver := FishingSurfaceResolverType.new()
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var space_state: PhysicsDirectSpaceState3D = world.get_world_3d().direct_space_state
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var water: FishingSurfaceSampleType = resolver.resolve_surface(
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space_state,
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Vector3.ZERO,
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4.0,
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)
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assert(water.is_fishable())
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assert(is_equal_approx(water.position.y, 2.0))
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var water_under_overhang: FishingSurfaceSampleType = resolver.resolve_surface(
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space_state,
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Vector3(-2.0, 4.0, 0.0),
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4.0,
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0.08,
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)
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assert(water_under_overhang.is_fishable())
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assert(is_equal_approx(water_under_overhang.position.y, 2.0))
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var covered_water: FishingSurfaceSampleType = resolver.resolve_surface(
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space_state,
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Vector3(2.0, 2.0, 0.0),
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4.0,
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)
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assert(covered_water.has_surface)
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assert(not covered_water.is_water_surface)
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assert(is_equal_approx(covered_water.position.y, 2.75))
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var elevated_water: FishingSurfaceSampleType = resolver.resolve_surface(
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space_state,
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Vector3(10.0, 0.0, 0.0),
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8.0,
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)
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assert(elevated_water.is_fishable())
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assert(is_equal_approx(elevated_water.position.y, 5.0))
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var unstocked_water: FishingSurfaceSampleType = resolver.resolve_surface(
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space_state,
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Vector3(20.0, 0.0, 0.0),
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6.0,
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)
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assert(unstocked_water.has_surface)
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assert(unstocked_water.is_water_surface)
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assert(not unstocked_water.is_fishable())
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assert(is_equal_approx(unstocked_water.position.y, 3.0))
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var safe_reel: FishingSurfaceSampleType = resolver.resolve_withdrawal_surface(
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space_state,
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Vector3(0.0, 2.0, 0.0),
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Vector3(3.0, 2.0, 0.0),
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Vector3.RIGHT,
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4.0,
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0.4,
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)
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assert(safe_reel.is_fishable())
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assert(is_equal_approx(safe_reel.position.y, 2.0))
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var shoreline_reel: FishingSurfaceSampleType = (
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resolver.resolve_withdrawal_surface(
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space_state,
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Vector3(3.0, 2.0, 0.0),
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Vector3(3.7, 2.0, 0.0),
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Vector3.RIGHT,
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4.0,
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0.4,
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)
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)
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assert(not shoreline_reel.is_fishable())
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assert(shoreline_reel.position.is_equal_approx(Vector3(3.0, 2.0, 0.0)))
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world.queue_free()
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await process_frame
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func _validate_portable_water_body() -> void:
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var water_body := WaterBodyScene.instantiate() as Node3D
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water_body.position = Vector3(3.0, 7.0, -2.0)
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water_body.set("surface_size", Vector2(12.0, 8.0))
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water_body.set("fishing_depth", 6.0)
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water_body.set("recovery_depth", 7.0)
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water_body.set("fish_pool", PondPool)
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root.add_child(water_body)
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await process_frame
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var visual := water_body.get_node("VisualWater") as MeshInstance3D
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var visual_mesh := visual.mesh as PlaneMesh
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assert(visual_mesh.size.is_equal_approx(Vector2(12.0, 8.0)))
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var fishing_region := water_body.get_node(
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"FishingRegion"
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) as FishableWaterRegionType
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var fishing_shape_node := water_body.get_node(
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"FishingRegion/Shape"
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) as CollisionShape3D
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var fishing_shape := fishing_shape_node.shape as BoxShape3D
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assert(fishing_region.fish_pool == PondPool)
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assert(is_equal_approx(fishing_region.get_surface_height(), 7.0))
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assert(is_equal_approx(fishing_shape_node.position.y, -3.0))
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assert(fishing_shape.size.is_equal_approx(Vector3(12.0, 6.0, 8.0)))
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var recovery_region := water_body.get_node("RecoveryRegion") as Area3D
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assert(is_equal_approx(recovery_region.position.y, -3.5))
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water_body.queue_free()
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await process_frame
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func _validate_starter_region_surfaces() -> void:
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var region := StarterRegionScene.instantiate() as Node3D
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root.add_child(region)
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var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
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root.add_child(fishing_spot)
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await physics_frame
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await physics_frame
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var pond: FishingSurfaceSampleType = fishing_spot.resolve_fishing_surface(
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Vector3(-9.4, 2.51, 2.1),
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4.0,
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)
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assert(pond.is_fishable())
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assert(is_equal_approx(pond.position.y, 2.51))
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var ocean: FishingSurfaceSampleType = fishing_spot.resolve_fishing_surface(
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Vector3(50.0, -0.45, 0.0),
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4.0,
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)
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assert(ocean.is_fishable())
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assert(is_equal_approx(ocean.position.y, -0.45))
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var covered_ocean: FishingSurfaceSampleType = (
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fishing_spot.resolve_fishing_surface(
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Vector3(20.0, -0.45, 0.0),
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4.0,
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)
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)
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assert(covered_ocean.has_surface)
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assert(not covered_ocean.is_fishable())
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assert(covered_ocean.position.y > -0.45)
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fishing_spot.queue_free()
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region.queue_free()
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await process_frame
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func _validate_presentation() -> void:
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var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
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root.add_child(fishing_spot)
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var presentation := fishing_spot.get_node(
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"FishingPresentation"
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) as FishingPresentationType
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var rod := Node3D.new()
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var rod_tip := Marker3D.new()
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rod.add_child(rod_tip)
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root.add_child(rod)
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rod_tip.position = Vector3(0.0, 1.0, 0.0)
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await process_frame
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var slope_normal := Vector3(0.0, 1.0, 1.0).normalized()
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presentation.begin_aim(
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rod_tip,
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rod,
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Vector3(0.0, 0.1, -1.0),
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slope_normal,
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false,
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)
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var marker := presentation.get_node("CastTargetMarker") as Node3D
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var valid_marker := presentation.get_node(
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"CastTargetMarker/ValidTargetMarker"
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) as MeshInstance3D
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var invalid_marker := presentation.get_node(
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"CastTargetMarker/InvalidTargetMarker"
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) as Node3D
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assert(not valid_marker.visible)
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assert(invalid_marker.visible)
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assert(invalid_marker.get_child_count() == 2)
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assert(marker.global_basis.y.normalized().dot(slope_normal) > 0.999)
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var landing := Vector3(0.0, 0.13, -4.0)
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presentation.begin_cast(landing, landing, true)
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await presentation.cast_completed
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var bobber := presentation.get_node("Bobber") as MeshInstance3D
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assert(bobber.visible)
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assert(bobber.global_position.is_equal_approx(landing))
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presentation.play_outcome(&"invalid")
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await process_frame
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assert(bobber.visible)
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await presentation.outcome_completed
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assert(not bobber.visible)
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rod.queue_free()
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fishing_spot.queue_free()
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await process_frame
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func _validate_bite_wait_distribution() -> void:
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var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
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root.add_child(fishing_spot)
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await process_frame
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var bite_rng := fishing_spot.get("_bite_rng") as RandomNumberGenerator
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bite_rng.seed = 84219
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var quick_count: int = 0
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var typical_or_long_count: int = 0
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var very_long_count: int = 0
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var total_wait_seconds: float = 0.0
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for _sample_index: int in 10000:
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var wait_seconds: float = fishing_spot.roll_bite_wait_time()
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assert(wait_seconds >= FishingSpotType.BITE_QUICK_MIN_SECONDS)
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assert(wait_seconds <= FishingSpotType.BITE_MAX_SECONDS)
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total_wait_seconds += wait_seconds
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if wait_seconds < FishingSpotType.BITE_QUICK_MAX_SECONDS:
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quick_count += 1
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else:
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typical_or_long_count += 1
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if wait_seconds >= FishingSpotType.BITE_LONG_MAX_SECONDS:
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very_long_count += 1
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var average_wait_seconds: float = total_wait_seconds / 10000.0
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assert(quick_count >= 2300 and quick_count <= 2700)
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assert(typical_or_long_count > quick_count)
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assert(very_long_count >= 100 and very_long_count <= 300)
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assert(average_wait_seconds >= 45.0)
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assert(average_wait_seconds <= 49.0)
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fishing_spot.queue_free()
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await process_frame
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func _validate_remote_presentation() -> void:
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var player := PlayerScene.instantiate() as Player
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root.add_child(player)
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player.set_local_control(false)
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var presentation := RemoteFishingPresentationType.new()
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root.add_child(presentation)
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presentation.setup(player)
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await process_frame
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var origin: Vector3 = player.get_fishing_rod_tip().global_position
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var target: Vector3 = origin + Vector3(-4.0, -0.5, 0.0)
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presentation.show_cast(origin, target)
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var bobber := presentation.get("_bobber") as MeshInstance3D
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assert(bobber.visible)
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assert(presentation.get("_cast_tween") != null)
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await create_timer(0.7).timeout
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assert(bobber.global_position.distance_to(target) < 0.1)
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var first_bob_y: float = bobber.global_position.y
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await create_timer(0.2).timeout
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assert(not is_equal_approx(bobber.global_position.y, first_bob_y))
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var fish_catch := FishCatchType.new()
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var fish: FishData = PondPool.candidates.front()
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fish_catch.fish = fish
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fish_catch.fish_id = fish.id
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fish_catch.catch_id = &"remote-presentation-test"
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fish_catch.weight_lb = 1.0
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fish_catch.display_scale = 1.0
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fish_catch.sale_value = 1
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assert(fish_catch.is_valid())
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presentation.play_return(fish_catch)
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await create_timer(0.6).timeout
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var catch_display := player.find_child(
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"CatchDisplay", true, false
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) as Node3D
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assert(catch_display != null)
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assert(catch_display.visible)
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await presentation.return_completed
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assert(not catch_display.visible)
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presentation.queue_free()
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player.queue_free()
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await process_frame
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func _add_water_region(
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parent: Node3D,
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position: Vector3,
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surface_size: Vector2,
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fish_pool: FishPoolType,
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) -> void:
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var water_root := Node3D.new()
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water_root.position = position
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parent.add_child(water_root)
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var region := FishableWaterRegionType.new()
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region.collision_layer = 4
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region.collision_mask = 0
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region.monitoring = false
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region.surface_height_mode = FishableWaterRegionType.SurfaceHeightMode.PARENT_GLOBAL_Y
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region.fish_pool = fish_pool
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water_root.add_child(region)
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var shape_node := CollisionShape3D.new()
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shape_node.position.y = -2.0
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var shape := BoxShape3D.new()
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shape.size = Vector3(surface_size.x, 4.0, surface_size.y)
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shape_node.shape = shape
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region.add_child(shape_node)
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func _add_solid_box(
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parent: Node3D,
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size: Vector3,
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position: Vector3,
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) -> void:
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var body := StaticBody3D.new()
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body.position = position
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body.collision_layer = 1
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body.collision_mask = 0
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parent.add_child(body)
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var shape_node := CollisionShape3D.new()
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var shape := BoxShape3D.new()
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shape.size = size
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shape_node.shape = shape
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body.add_child(shape_node)
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